varis2000

varis2000

Joined Member # 2917989
15 Posts 157 Replies 451 Reputation

[quote who="DrunkTemplar" reply="7" id="2022735"]Let the computer (or your opponents) do the digging and annex the planet they find artifacts on .[/quote] Are artifacts displayed in a hostile planet's data? The timing is much research dependent as well - do you get bonuses cheaper from artifacts or research at a given point. Advent with its artifact bonuses, makes me think it's not that bad a faction, for large maps too...

20 Replies 9,394 Views

Check the ship reference sheets - fighters are best vs. light armor, bombers vs. very heavy armor. There's a bit of a difference ;)

15 Replies 5,959 Views

Best bet is to swarm carriers (the cruiser ones) with close to 100% fighters. You could build your grav well full of hangars with 100% fighters but you still need carriers as well. Fighters are not just to counter enemy fighters - they'll take out scouts, anti-planet frigates and long-range frigates as well.

15 Replies 5,959 Views

Making a new ship is a lot of work, so no wonder none are readily available. Not just the modelling part but textures as well, somehow making all the hardpoints, then balancing the game stats and abilities... Having just a single ship as a mod would already be a big one. My experience of modders is that they're pretty open minded when it comes to their IPR. After all they usually recycle plenty of copyrighted stuff. For a good part my old Siege Station Mod for HW2 was a collection of

2 Replies 3,109 Views

Start learning cap and support cruiser abilities, knowing and micromanaging those is a big part of the skill of playing a given faction. Kol's flak burst is important, and hoshiko's can repair so you take fewer losses... BTW if you go online you can always look for co-op games against cpu - maybe you can hook up with someone who can give a few tips or another newb that is looking for similar challenges.

13 Replies 7,482 Views

Don't waste RU on research labs and defenses early on. Build fleets and take planets, then upgrade them. The economic side is very important. Usually a fleet twice as large wins, so you see where I'm getting at? :) You can try reading eg. https://forums.sinsofasolarempire.com/334748

13 Replies 7,482 Views

Progi, guardian and subjugator all have good abilities for tanking, makes for great synergy in the fleet. Illuminator is not bad for DPS. Vasari's overseer is not as useful as the guardian is, because the abilities don't hang so tightly together with the rest of the fleet. Otherwise Vasari is probably a close second in fleet capability. TEC's ships are not as strong - it's more about building bigger fleets and being able to replace them quick. So you'd say TEC is weaker fleet-

20 Replies 87,528 Views

Just played Convergence against Unfair aggr advent, and capturing the 3 uncolonizable systems with scouts really helped. Early game, I was outharvesting the cpu on metal and credits by 300%, it just couldn't build fleets to match mine. Again I think the cpu doesn't adapt to this kind of map too well, there were some planets that were not colonized to the late game... The vasari support vessels really bug me, because the abilities sound nice, but nobody ever comments on them. The overs

5 Replies 8,071 Views

I've seen threads like these before, but nobody evolved into a comprehensive strategy guide for Vasari. If you know of someone who has actually done this, I'd appreciate a link. So, here we go with a collection of tips to help us noobs make Vasari great... In general, Vasari have the strongest and most expensive frigates and cruisers. In the military side, the phase missiles are their strongest side. However their economy isn't as strong as TEC's and the fleet doesn't have nearly the

5 Replies 8,071 Views

BTW is game speed a factor or does it keep the aspect ratio when you scale all settings to Fast? Ie. will calculations based on Normal speeds still hold? (I suppose they at least missed population growth...)

24 Replies 69,211 Views

The current solution to put you on a separate chat channel doesn't really work. 1) If you quit/surrender, there is nobody in the room... for a few hours. 2) If the game really is over, they are probably glossing over the graphs, so there won't be anyone for a few minutes. 3) If you were not the first one to leave the game, the previous guy probably got bored after 3s of sitting in the empty channel and is already in the Lobby1 room... or maybe the next game. 4)

12 Replies 18,424 Views

Sounds nice. One would think installing malware on your puter without your explicit consent would be against the law, but then again it seems legislation has favoured digital wrongs over digital rights in the US for a few years already (even before DMCA times?), with Europe coming down the same road.

8 Replies 32,822 Views

Quitting DOES result in a loss of your stats, more so than just surrendering. If you have less than 50% completed games you will get pigeonholed to the "quitters, players to avoid" category... possibly rightfully.

9 Replies 7,861 Views

Nice suggestions, though I think they'd have been better served in separate threads. Idea about consuls is in good spirit - we should get more of the political side in space 4x games. For personality of ships - frigates don't need it, they're common cannon fodder. Cruisers could have the launch date & system where it was built, and maybe number of major battles or kills or something like that. More for capital ships, could be really nice if Siddy could instead of "my marza

6 Replies 8,474 Views

https://forums.sinsofasolarempire.com/334476 https://forums.sinsofasolarempire.com/334698 Your Holy War reminds me of ship injections from Siege Station Mod :) But maybe we could have just the classical RU injections to speed up games. Last Skirmish can be done just as a separate map, no modding required, I would think. No colonizable planets - the game ends when enemy colony ships have been killed.

1 Replies 8,724 Views

Well, I wouldn't have expected Stardock to be unable to fix a wrong release date. But otherwise I agree, it's delayed because of the beta, which - I guess we need reminding - is taking place because they want to work on the general quality, get feedback from the player community and make sure the balance is right. Releasing Entrenchment in its current state would have been a very bad move for Stardock, because they are known as a quality company that actually delivers to us gamers.</

1 Replies 22,900 Views

You can select a ship and then click to leave fleet... it's in the same panel.

49 Replies 23,005 Views

My universal initial build order (for all factions, working on vasari right now) is like this: C extractor capship factory 2 x scout 2 x M extractor 2 x assault frig civlab HW upgrade can come like 30 mins later, typically. Not sure if the above is the most optimal, but it feels comfortable. And yes, on new planets the 1-2 first population upgrades are a high priority, and should come right after extractors, because you also wan

24 Replies 69,211 Views